rec.autos.simulators

proposed solution to pull to left

Brian Carabe

proposed solution to pull to left

by Brian Carabe » Fri, 23 Feb 2001 02:35:32

I think it would be a good idea for Papy to code the sim so that on the
straights, the wheel does not pull to left. But upon entering a turn, the
pull comes into play. This, in my opinion, would be easy to implement and
would solve the problem.

Brian

EDB

proposed solution to pull to left

by EDB » Fri, 23 Feb 2001 03:10:31

Yeah, but then you're taking the "sim" out of simulation. This is the way
real stock cars react when setup properly on such speedways as Daytona,
Talledega, etc. If you don't like it then adjust your camber (I beleive this
is the setting) so as to correct the suspension settings that are causing
this so called "problem". Be aware that drivers that can adjust to this
setup will be quicker around the track than you.

best of luck

edb


Brian Carabe

proposed solution to pull to left

by Brian Carabe » Fri, 23 Feb 2001 04:57:12

No matter how you slice it, we are only driving a sim and therefore we are
at an extreme disadvantage in terms of control and situational awareness.
The sense of "feel" and balance, along with peripheral vision is missing in
a sim, and in my opinion, to be realistic, these missing factors must be
compensated for.

Any pilot will tell you that if a real plane were actually as hard to land
as a flight sim plane, they wouldn't fly. The same goes for our hobby. If we
crashed in real life as much as we do in N4, then this newsgroup would be
small indeed!

Adjusting the camber to eliminate the pull is not a viable solution, for as
you mentioned, performance will suffer. The fact is that modern day wheels
do not give us the same degree of fine control we would have in a real car;
hence the need to compensate somehow for the left pull. Maybe a FF wheel
handles it better, but that too is a cheat because I understand that a FF
wheel does not try to return to center.

Brian


> Yeah, but then you're taking the "sim" out of simulation. This is the way
> real stock cars react when setup properly on such speedways as Daytona,
> Talledega, etc. If you don't like it then adjust your camber (I beleive
this
> is the setting) so as to correct the suspension settings that are causing
> this so called "problem". Be aware that drivers that can adjust to this
> setup will be quicker around the track than you.

> best of luck

> edb



> > I think it would be a good idea for Papy to code the sim so that on the
> > straights, the wheel does not pull to left. But upon entering a turn,
the
> > pull comes into play. This, in my opinion, would be easy to implement
and
> > would solve the problem.

> > Brian

Stephen Warrio

proposed solution to pull to left

by Stephen Warrio » Fri, 23 Feb 2001 06:32:41

I found that, for me, the more linear one adjusts ones steering the easier
it is to deal with the pull to the left.  When I started driving the sim
(leaving linearity at the default setting) I had a very difficult time
adjusting.  Now I have adjusted the linearity to nearly full linear and the
pull is no longer objectionable to me and feels "real".  Force feedback
effects improved greatly also.  Just my two cents worth.
EDB

proposed solution to pull to left

by EDB » Fri, 23 Feb 2001 06:29:09

I use a LWFF wheel and the sensation is pretty much like a real car with
that setup in it would feel. I agree, until someone can put "seat of the
pants" feel into any sim, it will be lacking.

My argument is that this is just the way the game should be if it is going
to be a "sim". I know a lot of guys are struggling with this issue, but we
demanded a more realistic sim and Papy delivered, now they're taking the
heat for it. We got exactly what we wanted and I just don't understand all
the complaining.

I've been running it a few hours a day since I got my first copy Saturday
(bought 2 since for remote dedicated server use) and to be honest, I am
already beyond the "pull" issue and after firing up N3 last night for a
while, like N4 a ton better.

I look at it this way, since this realease and its tunability that has
created this "pull", the likelyhood of racing against guys playing with
keyboards has gone to nill. ;)

Lets agree to disagree, I think the latest NR will be great when all the
real bugs are squashed, and most people will end up understanding that the
"pull" is a desriable characteristic.

Best of luck to you,

edb

PS: Just don't race at the big tracks right off and you won't have the
trouble, the fast setups for say Bristol, Phoenix, road courses, etc don't
have the "pull" in them. Want to learn how to "ease" into dealing with it,
run the fast setups at C***te (its Lowes, I know, but its one of my home
state tracks, old habits ya know) and/or Texas. These are less severe and
could help you understand how to "compensate" for it better.


> No matter how you slice it, we are only driving a sim and therefore we are
> at an extreme disadvantage in terms of control and situational awareness.
> The sense of "feel" and balance, along with peripheral vision is missing
in
> a sim, and in my opinion, to be realistic, these missing factors must be
> compensated for.

> Any pilot will tell you that if a real plane were actually as hard to land
> as a flight sim plane, they wouldn't fly. The same goes for our hobby. If
we
> crashed in real life as much as we do in N4, then this newsgroup would be
> small indeed!

> Adjusting the camber to eliminate the pull is not a viable solution, for
as
> you mentioned, performance will suffer. The fact is that modern day wheels
> do not give us the same degree of fine control we would have in a real
car;
> hence the need to compensate somehow for the left pull. Maybe a FF wheel
> handles it better, but that too is a cheat because I understand that a FF
> wheel does not try to return to center.

> Brian



> > Yeah, but then you're taking the "sim" out of simulation. This is the
way
> > real stock cars react when setup properly on such speedways as Daytona,
> > Talledega, etc. If you don't like it then adjust your camber (I beleive
> this
> > is the setting) so as to correct the suspension settings that are
causing
> > this so called "problem". Be aware that drivers that can adjust to this
> > setup will be quicker around the track than you.

> > best of luck

> > edb



> > > I think it would be a good idea for Papy to code the sim so that on
the
> > > straights, the wheel does not pull to left. But upon entering a turn,
> the
> > > pull comes into play. This, in my opinion, would be easy to implement
> and
> > > would solve the problem.

> > > Brian

Morgan V. Woote

proposed solution to pull to left

by Morgan V. Woote » Fri, 23 Feb 2001 06:49:22

There's no problem in the first place. Just recalibrate your wheel to take
advantage of the left-ward pull and get used to it. It's working great for me.

--
-------------------------------------
Morgan Vincent Wooten
GPLRank: +10.02
http://home.earthlink.net/~morganv00/
-------------------------------------


Brian Carabe

proposed solution to pull to left

by Brian Carabe » Fri, 23 Feb 2001 08:04:15

I'm not complaining - I think it's fine that the camber pull is there. I'm
just suggesting that it would be a good idea to look into compensating for
the fact that driving a sim is in fact much more difficult than driving an
actual car. In view of that fact, I feel the sim becomes unrealistic if it
mimics real-life physics exactly. Again I cite FOV, peripheral vision, lack
of feel (inertia), and the fairly in-exact nature of our control devices. I
think it would be great to be able to choose whether the car pulls left in
the straights or not, for those of us who have older, less precise wheels.
But I understand the purists' point of view too.

Although I'm sure some did not like this in Nascar 3, I thought the
"side-view" section of the rear-view mirror was an effective way to overcome
the peripheral vision issue. Someone mentioned to me that you can get that
in N4, but all I see is detail level settings and toggling the inside cage.

Not to be argumentative - just tossing around some ideas that might help to
overcome sim limitations.

Brian


> I use a LWFF wheel and the sensation is pretty much like a real car with
> that setup in it would feel. I agree, until someone can put "seat of the
> pants" feel into any sim, it will be lacking.

> My argument is that this is just the way the game should be if it is going
> to be a "sim". I know a lot of guys are struggling with this issue, but we
> demanded a more realistic sim and Papy delivered, now they're taking the
> heat for it. We got exactly what we wanted and I just don't understand all
> the complaining.

> I've been running it a few hours a day since I got my first copy Saturday
> (bought 2 since for remote dedicated server use) and to be honest, I am
> already beyond the "pull" issue and after firing up N3 last night for a
> while, like N4 a ton better.

> I look at it this way, since this realease and its tunability that has
> created this "pull", the likelyhood of racing against guys playing with
> keyboards has gone to nill. ;)

> Lets agree to disagree, I think the latest NR will be great when all the
> real bugs are squashed, and most people will end up understanding that the
> "pull" is a desriable characteristic.

> Best of luck to you,

> edb

> PS: Just don't race at the big tracks right off and you won't have the
> trouble, the fast setups for say Bristol, Phoenix, road courses, etc don't
> have the "pull" in them. Want to learn how to "ease" into dealing with it,
> run the fast setups at C***te (its Lowes, I know, but its one of my
home
> state tracks, old habits ya know) and/or Texas. These are less severe and
> could help you understand how to "compensate" for it better.



> > No matter how you slice it, we are only driving a sim and therefore we
are
> > at an extreme disadvantage in terms of control and situational
awareness.
> > The sense of "feel" and balance, along with peripheral vision is missing
> in
> > a sim, and in my opinion, to be realistic, these missing factors must be
> > compensated for.

> > Any pilot will tell you that if a real plane were actually as hard to
land
> > as a flight sim plane, they wouldn't fly. The same goes for our hobby.
If
> we
> > crashed in real life as much as we do in N4, then this newsgroup would
be
> > small indeed!

> > Adjusting the camber to eliminate the pull is not a viable solution, for
> as
> > you mentioned, performance will suffer. The fact is that modern day
wheels
> > do not give us the same degree of fine control we would have in a real
> car;
> > hence the need to compensate somehow for the left pull. Maybe a FF wheel
> > handles it better, but that too is a cheat because I understand that a
FF
> > wheel does not try to return to center.

> > Brian



> > > Yeah, but then you're taking the "sim" out of simulation. This is the
> way
> > > real stock cars react when setup properly on such speedways as
Daytona,
> > > Talledega, etc. If you don't like it then adjust your camber (I
beleive
> > this
> > > is the setting) so as to correct the suspension settings that are
> causing
> > > this so called "problem". Be aware that drivers that can adjust to
this
> > > setup will be quicker around the track than you.

> > > best of luck

> > > edb



> > > > I think it would be a good idea for Papy to code the sim so that on
> the
> > > > straights, the wheel does not pull to left. But upon entering a
turn,
> > the
> > > > pull comes into play. This, in my opinion, would be easy to
implement
> > and
> > > > would solve the problem.

> > > > Brian

Dave Henri

proposed solution to pull to left

by Dave Henri » Fri, 23 Feb 2001 08:12:38

  here is the technical problem your solution creates.
just where do you enable this sudden leftward pull.  If I line up 100
drivers at
C***te and trace thier laps...I'd probably come up with 97 completely
different lines, turn in points, angles, etc.   What might be the perfect
place for
one user would be 10 yards too late for another or 10 yards too soon.
  The easiest and best solution for the N4 pull is N3.
dave henrie

Brian Carabe

proposed solution to pull to left

by Brian Carabe » Fri, 23 Feb 2001 11:46:43

I thought maybe have the pull gradually fade in on approach. Admittedly,
it's not an ideal solution. I suppose the best solution is for me to get rid
of my TM T2 and get a more modern wheel.

Brian


>   here is the technical problem your solution creates.
> just where do you enable this sudden leftward pull.  If I line up 100
> drivers at
> C***te and trace thier laps...I'd probably come up with 97 completely
> different lines, turn in points, angles, etc.   What might be the perfect
> place for
> one user would be 10 yards too late for another or 10 yards too soon.
>   The easiest and best solution for the N4 pull is N3.
> dave henrie


> > I think it would be a good idea for Papy to code the sim so that on the
> > straights, the wheel does not pull to left. But upon entering a turn,
the
> > pull comes into play. This, in my opinion, would be easy to implement
and
> > would solve the problem.

> > Brian

Dog-Le

proposed solution to pull to left

by Dog-Le » Fri, 23 Feb 2001 11:43:06

This is a shakey operation at best...

Not all tracks are the same, and your method (fudge-calibration ?) can't
possibly work at all tracks the same way.

-Larry



> There's no problem in the first place. Just recalibrate your wheel to take
> advantage of the left-ward pull and get used to it. It's working great for
me.

> --
> -------------------------------------
> Morgan Vincent Wooten
> GPLRank: +10.02
> http://home.earthlink.net/~morganv00/
> -------------------------------------



> > I think it would be a good idea for Papy to code the sim so that on the
> > straights, the wheel does not pull to left. But upon entering a turn,
the
> > pull comes into play. This, in my opinion, would be easy to implement
and
> > would solve the problem.

> > Brian

Dog-Le

proposed solution to pull to left

by Dog-Le » Fri, 23 Feb 2001 11:41:48

We've covered this before.

Not EVERYTHING real transfers to a Sim well.  This is one of them.

You are only taking into your experience with your controller.

You take a FF wheel and disable FF (so it uses centering) or use a non FF
wheel and you will understand why some find this an issue.

-Larry


> Yeah, but then you're taking the "sim" out of simulation. This is the way
> real stock cars react when setup properly on such speedways as Daytona,
> Talledega, etc. If you don't like it then adjust your camber (I beleive
this
> is the setting) so as to correct the suspension settings that are causing
> this so called "problem". Be aware that drivers that can adjust to this
> setup will be quicker around the track than you.

> best of luck

> edb



> > I think it would be a good idea for Papy to code the sim so that on the
> > straights, the wheel does not pull to left. But upon entering a turn,
the
> > pull comes into play. This, in my opinion, would be easy to implement
and
> > would solve the problem.

> > Brian

Morgan V. Woote

proposed solution to pull to left

by Morgan V. Woote » Fri, 23 Feb 2001 12:29:57

Of course it doesn't work the same way at all tracks. You have to recalibrate,
the same thing real drivers do when they arrive at the next track. It's all part
of the setup.

--
-------------------------------------
Morgan Vincent Wooten
GPLRank: +10.02
http://home.earthlink.net/~morganv00/
-------------------------------------


> This is a shakey operation at best...

> Not all tracks are the same, and your method (fudge-calibration ?) can't
> possibly work at all tracks the same way.

> -Larry



> > There's no problem in the first place. Just recalibrate your wheel to take
> > advantage of the left-ward pull and get used to it. It's working great for
> me.

> > --
> > -------------------------------------
> > Morgan Vincent Wooten
> > GPLRank: +10.02
> > http://home.earthlink.net/~morganv00/
> > -------------------------------------



> > > I think it would be a good idea for Papy to code the sim so that on the
> > > straights, the wheel does not pull to left. But upon entering a turn,
> the
> > > pull comes into play. This, in my opinion, would be easy to implement
> and
> > > would solve the problem.

> > > Brian

Olav K. Malm

proposed solution to pull to left

by Olav K. Malm » Fri, 23 Feb 2001 17:43:50

 Maybe a FF wheel

FF a cheat ? That's a new one. The great thing about Papy FF is that
the wheel tells what the front wheels are doing, and when going down
the straights the wheel feels centered, even if it's not. So IMHO a FF
is the best and most realistic solution to what some people call a
problem, but is nothing else than a feature missing from older sims :)

--
Olav K. Malmin
remove .spam when replying

Ian

proposed solution to pull to left

by Ian » Fri, 23 Feb 2001 20:57:35

Except that the FF wheels are working the wrong way in N4, they should drive
with the wheel straight (as though it had been compensated for the pull) but
with the force still pulling to the left. As it is, the wheel is held to the
right, but without any force acting on it.

--
Ian P
<email invalid due to spam>




>  Maybe a FF wheel
> > handles it better, but that too is a cheat because I understand that a
FF
> > wheel does not try to return to center.

> FF a cheat ? That's a new one. The great thing about Papy FF is that
> the wheel tells what the front wheels are doing, and when going down
> the straights the wheel feels centered, even if it's not. So IMHO a FF
> is the best and most realistic solution to what some people call a
> problem, but is nothing else than a feature missing from older sims :)

> --
> Olav K. Malmin
> remove .spam when replying

Brian Carabe

proposed solution to pull to left

by Brian Carabe » Sun, 25 Feb 2001 14:14:31

Which is the LWFF again? I know the FF is force feedback, but what is LW?

My problem with the T2 is that no matter how I set linearity and steering
ratio, I get over-steering when trying to compensate for the left pull. The
pot seems to be good as there is little jumping on the calibration screen.

Oh well, the pull to left can be gotten used to, and ultimately I think it's
a good thing. What I can't get used to is the stupidity of the AI, or should
I say "ai" drivers. They seem to be mindless robots just like in previous
versions. Surprising, since this is 2001 and it's not that hard to write
code for object avoidance. That's my only disappointment with this sim.

Brian


> On Thu, 22 Feb 2001 02:46:43 GMT, "Brian Carabee"

> >I thought maybe have the pull gradually fade in on approach. Admittedly,
> >it's not an ideal solution. I suppose the best solution is for me to get
rid
> >of my TM T2 and get a more modern wheel.

> I finally unplugged my T2 and got a LWFF in December.  Very difficult
> to get the feel of it, but once I did I loved it (I played more Heat
> in December and January than I've ever played a driving sim).

> I didn't play the N4 demo much, and when it was released the pull
> drove me nuts - at first.  I haven't got as much time in with N4 as
> most, but I've gotten a bit used to it and I find that I'm actually
> beginning to rely on the pull.

> I ran laps at Pocono until I felt more comfortable with the different
> driving model.  I like that track, and the 3 different corners seem to
> be a good challenge to learn how the car responds in different
> situations.  I used to love Heat, but when I fire it up now it just
> doesn't seem as good.

> Anyway, just my thoughts on a similar situation :)  Good luck!


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